And the upcoming lessons, we're going to continue to sheild this Ghostbuster trap with a little more
detail, but before we do that, we kind of need to adjust the scene a little bit.
If we go to the Arnold Render view and we hit play, we can see that everything looks kind of black
and it's hard to really tell what's going on if you look over here.
We can't really see where the edges on this part of the model.
So to remedy this, we need to make kind of a ground plain.
And to do that, we can go over here to the modeling shelf and click the plane and we can just scale
this up.
And I'm going to scale us up quite big.
And.
The other thing we can do is add some subdivision's to this.
And then we can add of to former and what I'm creating is a basically what is called an infinity background
and it's used all the time and photography.
And if you've watched the modeling part of this course, you'll have you'll know how to use the binda
former.
So I'm not going to go into a ton of detail on that as I'm making it.
But you can follow along here just visually.
And the reason is to make this background.
We need something for the the model to reflect off of for light, to bounce back off of onto the model
and so that we can see the reflections and all of that kind of a thing in the model.
So.
Now that we have this, I'm going to maybe increase the curvature just to touch more and to lead by
type history to get rid of the former, and we can just rotate this and whichever way we want and.
Push it in space back here.
And I'm going to put this on its own display layer so that we don't actually accidentally grab it and
turn off the grid now that we have the ground plane.
So now if we go back into the Arnold interview and hit play, we can see that the model looks way different
than it did before because it actually has something to reflect off of and for the light to bounce back
on, too.
So now we can kind of see the edge of the model itself where we couldn't before.
And the other thing we need to add here before we move forward is just two things that might kind of
help us in the future.
And I'm going to create a sphere here, drag it over and make it a little smaller here.
And this is done.
And look, development where you basically create a chrome ball somewhere, right?
Click and go down to assign the material, create a standard surface and use the chrome preset here.
And click replace and then I'm going to leave this on the Lambert, and when we go into the Arnold Render
review and play, we can now see these kinds of reference balls basically, so that whenever we're making
Shater adjustments, we have a reference point of, OK, this is no, this is what it should look like
in the scene.
If there's no reflections, this should look like if it's totally reflective.
So when we're making adjustments to our shaders, we can kind of visually reference the two extremes
here and kind of dial it in based on what's possible with the lighting that we have and the environment
that we have in the scene, which right now is just a simple ground plain.
But so these couple of little adjustments will make our life a lot easier in the coming lessons where
we are going to add more detail and create some more shaders for these pieces here.
All right.
Well, thanks for watching.
I'll see in the next lesson.